You launch a sizzling, flaming ball of ash that lights up the area with a brilliant flash of light and a booming crackle. The ball can take any path to reach its target, so long as the path is no longer than 120 feet. Any targets the object passes within 5 feet of must make a dexterity saving throw to dodge the attack. A target takes 1d6 fire damage and 1d6 thunder damage and is blinded for 1 turn, or half as much damage and no blindness on a successful save.
When the flaming ball reaches its final target, it will crash into them and the target must make a dexterity saving throw. They take 3d6 fire damage on a failed save, as well as falling prone, or half as much damage on a successful save and not falling prone.
This spell can target structures as its final target, and it deals double damage to them.
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